I seem to struggle defending more against agility teams than I do bash with my UW team. Whilst I'm invarably blocked off the pitch by bash teams my horned Blitzers are quite good at keeping them honest. Agilty teams however are a diffent story. Their speed, dodging & catching in TZs etc often see them score more than not.

So I've been thinking (always dangerous) about better utilising my UW goblins. Currently they simply act as punchbags/trip hazards to opposition players. I rarely (if ever) skill them as they tend not to last long enough to do anything worthwhile and SS + DT raises TV by a lot for a squishy player and takes away valuable SPPs from my rats and troll.

But what about giving them disturbing presence as their first skill...? Madness I hear you cry!

Thought Process
On defence with a full strength squad I'll still have to field 4 gobbos. Whilst they often wont last, especially those on the LOS I'm thinking if they get blocked prone or stunned with disturbing presence they still get to have an impact. This may make it harder for the agility teams to play keep away. If they don't get hit or (somehow) survive they still get 3+ stunty to dodge away and still have an effect with their 3 squares disturbing presence.

It may have an effect, or it may have no effect at all but crucially it gives the pointy eared barstewards something else to consider/mitigate. It won't just effect agility teams as bash teams could/should also struggle if they try to handoff or pass.

I'll caveat this by saying this is an idea for a developed UW team. Preferably one with horned blitzers who don't need always need assists to 2DB. I'm also not suggesting that all UW gobbos should get disturbing presence; two heads has great utility especially on offence but maybe the ones who play defence can have a greater impact than simply just dodging away.

I give UW gobs, 2heads for their first skill. They can get anywhere, make effective light screens and dodging easier. As a second if they live that long then one or two get DP, the other fav is BH, to nip in steal and nip out again

No, and generally speaking you should not skill the Goblins, unless they roll either +AG/+MA/double at first skill roll.
Focus on your Blitzers, Throwers and Troll.

OK. So obviously for them to roll +AG/+MA or a Double... you have to SKILL them.

What skill do you give them if/when they just get a normal skill?
AND
How does that change the way you use that player with that normal skill?
AND
How many normal skills equals FIRED? Or all-time LOS duty?